New Spells!

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Peppermint
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New Spells!

Post by Peppermint » Wed Sep 18, 2019 8:11 pm

Cool. New spells! I think that's exciting to see.

However, there's not much information here. At first glance I was a little concerned. A lot of this seems busted. But then I was informed that some of these spells (e.g. disintegrate) have saves.

There's a lot of information missing here. Can we get details on the saving throws and durations?

Until then, a few things that pop out at me:

1. Moving Protection from Spells and Mass Haste out of Enchantment renders the Enchantment school useless for most mages. Most wizards will now specialize to forego the school. Spellswords are now much stronger.

2. Good Hope grants better boons than War Cry and is a level lower to boot. Bards really don't need the love (i.e. they're S-tier already). Is there a catch on this one? Low duration, perhaps?

3. I don't understand the purpose of the Iron Horn change. If the intention is to prevent spam, some builds (e.g. caster clerics) will still be destroyed by it. Perhaps revert but put on a cooldown instead?

4. Faerie Fire appears strictly better than Invisibility Purge on a class that's already S-tier. Has amazing synergy with druids summon-based playstyle to boot. Does this one have a saving throw?

5. Gust of Wind doesn't need to be second level. It clears clouds and has a knockdown component, which is the strongest disabler in the game.

6. Nightmare doesn't look useful in combat. I can see players using it to grief lowbies, but not much else.

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Re: New Spells!

Post by ActionReplay » Wed Sep 18, 2019 8:29 pm

Faerie Fire

Caster Level(s): Druid 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Darkness, Invisibility
Save: Harmless
Spell Resistance: Yes

A pale glow surrounds and outlines the target and will remove concealment benefits from blur, displacement, invisibility, or similar magical effects.
No save on Faerie Fire. Can't be crafted for Wands. Won't affect innate concealment (Feats etc) only magical effects.
EDIT: Forgot to mention that Invis, Improved Invis, Displacement and Darkness will remove the Faerie Fire effect on you.

Also Druid nerf is next.
Avascular Mass

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror.

You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Nearby enemies around the target must also roll a Fortitude saving throw or be stunned for 1 Round as well.
Blasphemy

Caster Level(s): Cleric 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects based on the difference between caster's and target's hit die.

Equal to caster level:
Dazed

Up to caster level -1:
Weakened, dazed

Up to caster level -5:
Paralyzed, weakened, dazed

Up to caster level -10:
Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Burst of Glacial Wrath

Caster Level(s): Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude 1/2
Spell Resistance: Yes

You create a burst of icy energy that flash-freezes any creatures within the spell's area. The spell deals 1d6 points of cold damage per caster level (maximum 25d6 points). Any living creature reduced to 10 hit points or lower is encased in ice for 1 round/ two caster levels (max 10 rounds). Creatures turned to ice in this fashion gain DR 10/-, vulnerability to fire, and immunity to cold and electricity.
Chromatic Orb

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

This spell causes a sphere to move against the target. The caster must make a successful ranged touch attack to hit the target. Once struck the target takes 1d8 points of damage of different element per two caster levels (to a maximum of 5d8 at Level 9).
Crushing Despair

Caster Level(s): Bard 3 Wizard / Sorcerer 4
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Medium
Area of Effect / Target: 11m cone
Duration: 1 Round / Level
Additional Counter Spells: Good Hope
Save: Will Negates
Spell Resistance: Yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls.
Disintegrate

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Eyebite

Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

Target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects:

10 or more
Sickened (A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)

5 to 9
Feared, sickened

4 or less
Sleep, feared, sickened
Good Hope

Caster Level(s): Bard 3
Innate Level: 3
School: Enchantment
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells: Crushing Despair
Save: Harmless
Spell Resistance: No

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, skill checks, and weapon damage rolls.
Halt Undead

Caster Level(s): Cleric 3, Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells:
Save: Will Negates
Spell Resistance: No

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell.
Irresistible Dance

Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 7
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1d4 + 1 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves.
Maze

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes

You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell.
Nightmare

Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind-Affecting, Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells: Remove Curse
Save: Will Negates
Spell Resistance: Yes

You send a hideous and unsettling phantasmal vision to the creature you target. The nightmare prevents restful sleep and causes fatigue and 1d10 points of negative damage per two caster levels (max 15d10) on already sleeping targets (sleeping targets will wake up from this).

The nightmare is a curse and is permanent.

Creatures who don't sleep (such as elves) are immune to this spell.
Scintillating Pattern

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Hit Dice remaining that are not sufficient to affect a creature are wasted and the spell is spent. The spell affects each subject according to its Hit Dice.

6 or less
Unconscious for 1d4 rounds, stunned for 1d4 rounds, confused for 1d4 rounds.

7 to 12
Stunned for 1d4 rounds, confused for 1d4 rounds.

13 or more
Confused for 1d4 rounds.

Blind creatures are not affected by scintillating pattern.
Scorching Ray

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Wall of Ice

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Additional Counter Spells: Wall of Fire
Save: None
Spell Resistance: Yes

This spell creates a curtain of ice that deals 2d6 + 1 per Caster Level points of cold damage to any creature that attempts to pass through it.
Wrathful Castigation

Caster Level(s): Cleric 8, Wizard / Sorcerer 8
Innate Level: 8
School: Enchantment
Descriptor(s): Death, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Partial, Will Partial
Spell Resistance: Yes

The spell causes wracking pain and violent convulsions to the target creature and they must make a Fortitude save or die instantly.
A surviving target receives a Will save to avoid further effects.
Subjects failing the Will save are dazed for the duration of the spell and suffer 1d4 per caster level (Max 20d4) as damage.

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Hunter548
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Re: New Spells!

Post by Hunter548 » Wed Sep 18, 2019 9:11 pm

ActionReplay wrote:
Wed Sep 18, 2019 8:29 pm
Faerie Fire

Caster Level(s): Druid 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Darkness, Invisibility
Save: Harmless
Spell Resistance: Yes

A pale glow surrounds and outlines the target and will remove concealment benefits from blur, displacement, invisibility, or similar magical effects.
No save on Faerie Fire. Can't be crafted for Wands. Won't affect innate concealment (Feats etc) only magical effects.
EDIT: Forgot to mention that Invis, Improved Invis, Displacement and Darkness will remove the Faerie Fire effect on you.

Also Druid nerf is next.
Avascular Mass

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror.

You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Nearby enemies around the target must also roll a Fortitude saving throw or be stunned for 1 Round as well.
Blasphemy

Caster Level(s): Cleric 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects based on the difference between caster's and target's hit die.

Equal to caster level:
Dazed

Up to caster level -1:
Weakened, dazed

Up to caster level -5:
Paralyzed, weakened, dazed

Up to caster level -10:
Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Burst of Glacial Wrath

Caster Level(s): Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude 1/2
Spell Resistance: Yes

You create a burst of icy energy that flash-freezes any creatures within the spell's area. The spell deals 1d6 points of cold damage per caster level (maximum 25d6 points). Any living creature reduced to 10 hit points or lower is encased in ice for 1 round/ two caster levels (max 10 rounds). Creatures turned to ice in this fashion gain DR 10/-, vulnerability to fire, and immunity to cold and electricity.
Chromatic Orb

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

This spell causes a sphere to move against the target. The caster must make a successful ranged touch attack to hit the target. Once struck the target takes 1d8 points of damage of different element per two caster levels (to a maximum of 5d8 at Level 9).
Crushing Despair

Caster Level(s): Bard 3 Wizard / Sorcerer 4
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Medium
Area of Effect / Target: 11m cone
Duration: 1 Round / Level
Additional Counter Spells: Good Hope
Save: Will Negates
Spell Resistance: Yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls.
Disintegrate

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Eyebite

Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

Target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects:

10 or more
Sickened (A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)

5 to 9
Feared, sickened

4 or less
Sleep, feared, sickened
Good Hope

Caster Level(s): Bard 3
Innate Level: 3
School: Enchantment
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells: Crushing Despair
Save: Harmless
Spell Resistance: No

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, skill checks, and weapon damage rolls.
Halt Undead

Caster Level(s): Cleric 3, Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells:
Save: Will Negates
Spell Resistance: No

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell.
Irresistible Dance

Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 7
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1d4 + 1 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves.
Maze

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes

You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell.
Nightmare

Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind-Affecting, Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells: Remove Curse
Save: Will Negates
Spell Resistance: Yes

You send a hideous and unsettling phantasmal vision to the creature you target. The nightmare prevents restful sleep and causes fatigue and 1d10 points of negative damage per two caster levels (max 15d10) on already sleeping targets (sleeping targets will wake up from this).

The nightmare is a curse and is permanent.

Creatures who don't sleep (such as elves) are immune to this spell.
Scintillating Pattern

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Hit Dice remaining that are not sufficient to affect a creature are wasted and the spell is spent. The spell affects each subject according to its Hit Dice.

6 or less
Unconscious for 1d4 rounds, stunned for 1d4 rounds, confused for 1d4 rounds.

7 to 12
Stunned for 1d4 rounds, confused for 1d4 rounds.

13 or more
Confused for 1d4 rounds.

Blind creatures are not affected by scintillating pattern.
Scorching Ray

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Wall of Ice

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Additional Counter Spells: Wall of Fire
Save: None
Spell Resistance: Yes

This spell creates a curtain of ice that deals 2d6 + 1 per Caster Level points of cold damage to any creature that attempts to pass through it.
Wrathful Castigation

Caster Level(s): Cleric 8, Wizard / Sorcerer 8
Innate Level: 8
School: Enchantment
Descriptor(s): Death, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Partial, Will Partial
Spell Resistance: Yes

The spell causes wracking pain and violent convulsions to the target creature and they must make a Fortitude save or die instantly.
A surviving target receives a Will save to avoid further effects.
Subjects failing the Will save are dazed for the duration of the spell and suffer 1d4 per caster level (Max 20d4) as damage.

Is there any willingness to adjust the HD based spells (Eyebite, etc)? A lot of pre-existing HD based spells like sleep, circle of death and daze have already been changed in arelith to reflect the level range better.
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Re: New Spells!

Post by ActionReplay » Wed Sep 18, 2019 9:13 pm

Hunter548 wrote:
Wed Sep 18, 2019 9:11 pm
...

Is there any willingness to adjust the HD based spells (Eyebite, etc)? A lot of pre-existing HD based spells like sleep, circle of death and daze have already been changed in arelith to reflect the level range better.
Sure I'm open for suggestions.

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Re: New Spells!

Post by Sea Shanties » Wed Sep 18, 2019 10:09 pm

ActionReplay wrote:
Wed Sep 18, 2019 8:29 pm
Also Druid nerf is next.
Is there any hint as to what that will entail? Specifically, if a hypothetical player who happens to share my name made a con-based druid recently will the EDR be phased out and make me wish I'd built them a different way?

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Peppermint
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Re: New Spells!

Post by Peppermint » Wed Sep 18, 2019 10:11 pm

At a guess:

1) Monoliths toned down a lot.
2) Some problem spells nerfed (e.g. Inferno toned down, maybe Elemental Swarm).
3) Possible totem overhaul.

Point #1 would kill the EDR build. I wouldn't do it.

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Re: New Spells!

Post by miesny_jez » Wed Sep 18, 2019 10:53 pm

Blasphemy spell..

This needs a nerf!

Add the following:
-Protection from Death makes You immune to the spell
-Protection from Evil adds +5 to Your HD against this spell
-Effective only against enemies (so applicable to hostile players)

Otherwise You will have a Bewick Gate 2.0 situation just worse because mobile and on demand.

Please note that running a Cleric 30 is already a very strong build. If not nerfed there will be piles of goodies corpses around the island very soon

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Re: New Spells!

Post by Apokriphos » Thu Sep 19, 2019 12:16 am

ActionReplay wrote:
Wed Sep 18, 2019 9:13 pm
Hunter548 wrote:
Wed Sep 18, 2019 9:11 pm
...

Is there any willingness to adjust the HD based spells (Eyebite, etc)? A lot of pre-existing HD based spells like sleep, circle of death and daze have already been changed in arelith to reflect the level range better.
Sure I'm open for suggestions.
Thank you very much for your work expanding the spell selection in Arelith. It looks like a lot of exciting changes are on the horizon.

I have three ideas for feedback.

I like your creation of roleplay oriented spells like Nightmare, however I agree that in current combat situations they have little use. Perhaps to enable their use, allow them to be added to items as a permanent curse. This could act like food and drink poisoning. This would have a myriad of uses, from expanding roleplay by having heros find the villains lair only to get cursed by their greed, to using it as a safeguard for valuable weapons stored in ones vault, to an evil being's donation - with a catch.

Second, I recommend adding more spells that dont use traditional save checks, but something like the iron horn line of spells. This will give less incentive for players to take the popular blackguard or Paladin dip that invalidates the function of all these new spells as a catch all for all effects.

Additionally, things like food/drink creation would also be useful spells to add.

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Re: New Spells!

Post by Aelryn Bloodmoon » Thu Sep 19, 2019 1:34 am

Double post deleted
Last edited by Aelryn Bloodmoon on Thu Sep 19, 2019 2:26 am, edited 2 times in total.
Bane's tyranny is known throughout the continent, and his is the image most seen as the face of evil.
-Faiths and Pantheons (c)2002

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Re: New Spells!

Post by Aelryn Bloodmoon » Thu Sep 19, 2019 1:35 am

miesny_jez wrote:
Wed Sep 18, 2019 10:53 pm

Please note that running a Cleric 30 is already a very strong build. If not nerfed there will be piles of goodies corpses around the island very soon
Yea, though I walk through the valley of the shadow of death, I shall fear no evil- for I carry a big stick, and I'm the baddest (self edit cause filter didn't) mofo in the valley. 😈😂
Bane's tyranny is known throughout the continent, and his is the image most seen as the face of evil.
-Faiths and Pantheons (c)2002

NauVaseline
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Re: New Spells!

Post by NauVaseline » Thu Sep 19, 2019 2:07 am

Anyone who quoted ActionReplay's post w/out trimming it, I hate you

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Re: New Spells!

Post by monkeywithstick » Thu Sep 19, 2019 7:53 am

For wrathful castigation, what immunities are supposed to block what?
Is death immunity supposed to grant an auto-pass on the death save and mind immunity the will save aspect? Or is either immunity enough to block all?

Edited in: Also does ward teleport block maze from working?
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Terenfel
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Re: New Spells!

Post by Terenfel » Thu Sep 19, 2019 11:32 am

why cap scorching ray at level 11.. when flame arrow is not capped?

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Re: New Spells!

Post by ltlukoziuz » Thu Sep 19, 2019 12:09 pm

Avascular Mass has no limit on damage. Fighting a 4k boss? Yep, 2k damage.


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ActionReplay
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Re: New Spells!

Post by ActionReplay » Thu Sep 19, 2019 4:53 pm

There'll be some adjustments to these spells soon enough, rest assured.

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Opustus
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Re: New Spells!

Post by Opustus » Thu Sep 19, 2019 8:28 pm

Maybe make Good Hope a single target spell, much like the Bardic Inspiration ability in 5e or Inspire Competence ability in Pathfinder. That way you could designate a new buffee when, say, a wild WM would appear in your team.

If that is still too strong, you could make Good Hope castable on everyone except yourself, either as single target or partywide.
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Kalos
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Re: New Spells!

Post by Kalos » Mon Sep 23, 2019 12:20 am

ActionReplay wrote:
Wed Sep 18, 2019 8:29 pm

Blasphemy

Caster Level(s): Cleric 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects based on the difference between caster's and target's hit die.

Equal to caster level:
Dazed

Up to caster level -1:
Weakened, dazed

Up to caster level -5:
Paralyzed, weakened, dazed

Up to caster level -10:
Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. No saving throw is allowed against these effects.


Am I reading this right? Essentially every level 30 evil cleric can now kill any good character level 20 or below instantly with no saving throw? And the area of effect for this is "Huge"? So any army of good attacks 1 cleric, but they are too low level so they are all instantly dead?

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Re: New Spells!

Post by Vrass » Mon Sep 23, 2019 1:46 am

About time evil got an upgrade... Now all the goody two shoes will not be able to bully evil around as much on the surface.

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Re: New Spells!

Post by NauVaseline » Mon Sep 23, 2019 1:59 am

I think blasphemy should be switched to affect opposing alignments

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Re: New Spells!

Post by Aelryn Bloodmoon » Mon Sep 23, 2019 5:05 am

NauVaseline wrote:
Mon Sep 23, 2019 1:59 am
I think blasphemy should be switched to affect opposing alignments
I agree (with the sentiment). Little known thing... Word of Faith is really just a game-adjusted version of Holy Word and Blasphemy, which are the same spell for opposing alignments of clerical faiths (Good and Evil, respectively). This is done because in table top Evil clerics CAN NOT cast ANY spells with the Good descriptor, and vice versa.

Buff Word of Faith to match in reverse, and the problem is solved. Edit: (Or nerf Blasphemy to match in reverse, which may or may not be better, depending on how responsibly people use no-save huge AoE death spells).

Another Edit: While we're at it, there's also Dictum and Word of Chaos, which are also the same spell, but for Law and Chaos.

http://www.d20srd.org/srd/spells/holyWord.htm
Holy Word
Evocation [Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nongood creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

Any nongood creature within the area that hears the holy word suffers the following ill effects.
HD Effect
Equal to caster level Deafened
Up to caster level -1 Blinded, deafened
Up to caster level -5 Paralyzed, blinded, deafened
Up to caster level -10 Killed, paralyzed, blinded, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened

The creature is deafened for 1d4 rounds.
Blinded

The creature is blinded for 2d4 rounds.
Paralyzed

The creature is paralyzed and helpless for 1d10 minutes.
Killed

Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by holy word.

https://nwn.fandom.com/wiki/Word_of_faith
Spell level: cleric 7

Innate level: 7
School: evocation
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: colossal (10 meter radius)
Duration: instant
Save: none
Spell resistance: yes

Description: A wave of divine energy blasts all enemy creatures within the area of effect. All enemies within the area are stunned for 1 round per 2 caster levels. Those with 4 hit dice or less are killed instantly. Any hostile summoned creatures are returned to their home planes.

Word of faith provides the following effects based on target's level.
Level 4 or less: death
Level 5 to 7: stunned, confused, and blinded
Level 8 to 11: stunned and blinded
Level 12 or higher: blinded
This spell previously killed outsiders and elementals, but that was removed in a patch. It still kills summons (even if they have death immunity).
Bane's tyranny is known throughout the continent, and his is the image most seen as the face of evil.
-Faiths and Pantheons (c)2002

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ActionReplay
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Re: New Spells!

Post by ActionReplay » Mon Sep 23, 2019 4:56 pm

These spell descriptions are not up to date, there was an update 24h after, this is how Blasphemy works now:
Blasphemy
Changed from persistent AoE to a single, instant, AoE at target location. HD table altered and looks at Caster's Level (Not HD) vs Target's HD:
Up to caster level -1 - Dazed (1 Round)
Up to caster level -5 - Dazed, Weakened (d4 Rounds)
Up to caster level -10 - Dazed, Weakened, Paralyzed (d3 Rounds)
Up to caster level -15 - Dazed, Weakened, Paralyzed, Killed (If not Immune)

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Re: New Spells!

Post by the grim yeeter » Tue Sep 24, 2019 4:20 pm

Sockss wrote: There is an overriding premise that all changes should be appreciated and welcomed because someone has taken time out for free to make them. [...] I don't believe volunteering should put your work above criticism [...] .

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Mattamue
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Re: New Spells!

Post by Mattamue » Wed Sep 25, 2019 4:22 am

Eyebite isn't extend-able on PGCC. Nightmate isn't max-able. FYI if it was intended.

Who is the audience for this post?


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ActionReplay
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Re: New Spells!

Post by ActionReplay » Wed Sep 25, 2019 4:15 pm

Mattamue wrote:
Wed Sep 25, 2019 4:22 am
Eyebite isn't extend-able on PGCC. Nightmate isn't max-able. FYI if it was intended.
Its intended on both accounts. Though I have no reservations to make them extendable and/or maximized/empowered. Nightmare is very niche and situational so rarely you'd maximize/empower it.

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